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TPW MODS: enhanced realism and immersion for Arma 3 SP.

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Glad to help TPW. I'm actively working on both a Latin America and Eastern European ambience pack as well. I'm glad folks are enjoying the sounds. The ability of the community to help each other out is one of the best aspects of ARMA.

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Hi everyone. Firstly, sorry for not replying to your comments sooner - I put in a 12 hour code marathon and released TPW MODS at 1am my time, so went straight to sleep (and probably dreamed of bloody SQF!).

 

Secondly, thanks for your kind words and enthusiasm for TPW SOAP, this is the kind of thing that makes me glad to be a modder.

 

OK, onto the specifics:

 

froggy, partz and EO: I'm very happy to try to include a weather dependent house noises component to SOAP, if you would like to get some sound files to me. EO I should mention at this stage the main shortcoming of adding user sounds, and that is that A3 has no way of knowing how long each file plays for. For the inbuilt sounds these time values are part of the script. This is needed so that once a house has been assigned a sound to play, it can't play another until the first one finishes. If I don't have this, things end up cacaphonous. So for user sounds, I just set an arbitrary stop time of 10 minutes. This means that a house can only play a user song once per 10 minutes, and overdoing things means you end up with lots of silence. Accordingly I am rejigging the system so that the user can add actual music to the @TPW MODS\music directory, max 10 minutes per song, and can add SFX to @TPW MODS\sounds, where each effect must be less than 30 seconds long. I've currently set the limit to 10 of each , mainly because I already get pretty good ambience using just 13 samples. I will expand this to 20 to keep things flexible.

 

ineptaphid, coul and others: As I explained in the release post, TPW SETTINGS has not been updated yet to cope with the new mod, so I advise not to use it. Please don't use your old hpp, because this lacks the entries for TPW_SOAP and will cause issues with that mod.

 

domokun: thanks for pointing out the link error, that's what happens at 1am!

 

cannonsong: :). Don't worry, I won't be dropping the SOAP any time soon.

 

dakadao: I'll put bird startling on my list of easily achievable things to implement!

 

groovedj: Please read https://dl.dropboxusercontent.com/u/481663/docs/skirmish.txt which details how to implement custom BLUFOR and OPFOR. But in a nutshell, you need to set tpw_skirmish_friendlytype  = 0, to enable custom BLUFOR. Then you need to find a string that is present only in the units you want to use. I have no idea what that would be for Massi's Seals, might be something like "MAS". So, set tpw_skirmish_friendlyunitstring = "MAS". SKIRMISH will attempt to use any units matching this string, and will fall back to default NATO if it can't find any. 

 

autigergrad: the community is what makes this game worth playing and contributing to. Thanks again.

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Thanks for the reply, Really loving the mod its great for immersion too bad i have a bad pc and the graphics ruin it for me. but thanks to your optimised code i can use this mod with my crappy graphics :D

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Version 2.1.0 of the GUI is out! For the really impatient, the download link is in my sign. For the others, just wait for tpw to update the whole package and download it from there. As always, if you're using the presets feauture you may need to manually add the new entries in the presets.

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Yes some sort of bird activity would be a welcome addition, and while it would be labor-saving for everyone to have tpw add it to the package, it is possible to create startled birds in the editor using the Animals module and activated via a trigger.....

 

Dammit! I was cluelessly pawing through the wiki for whatever puzzle pieces I could try to use for animal spawns; didn't connect them so obviously like that. n00b challenge accepted, now that you've told me it can be done. :P

 

dakadao: I'll put bird startling on my list of easily achievable things to implement!

 

 

 

Only at your convenience. We are entirely at your disposal, sir. I eagerly await all further developments.

 

Also, this was a satisfying Easter egg in the annotated .hpp :icon14:

 

tpw_park_max = 15; // maximum cars to spawn regardless (not irregardless).

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HI TPW,

 

I tested your mod into the wee hours of the morning hence need a few hours sleep. I love the AMBIENT sound as it adds a lot of flavor to the environment. No more Ghost Town Altis or Stratis or any ARMA map now with civilians!

 

I do have a request:

 

Can users set in game time range for the ambiance sound? I mean, if the mission was set in the morning or wee hours, there should not be party going on unless its Thursday - Sunday. :D Perhaps scaling / ramping up and down the amount of ambiance between 5 AM to 10 PM, then on weekends into the wee hours. Not sure if "in game time" can deduce the day of the week the mission is on.

 

If not then 5AM to 2AM would be great but it should tail off near near end and should scale up with more people at the beginning until Noon, 5 PM - 8 PM when people group up the most. Its more immersive to notice "in game time". I actually listen for the bell tower sounds in maps to deduce mission time. 

 

Can't wait to see different regional ambiance autigergrad brings to the game!

 

Edit

 

Was playing in the Mothman Horror mission and noticed that the animals would block the AI drivers with myself as a passenger. Even a snake.

 

Can an update be made it the future to either pass through some of the animals or make it so if they detect an on coming vehical to sprint say 10 meters out of the way?

 

Also, while standing on the road trying to read the map in dark with a car's headlight, I and an AI character were both ran over by a TPW spawned car! Can the AI be updated to honk at us?

 

Perhaps the above 2 can work by AI honking at other AI and AI running out of the path of vehicles (characters and animals).

 

Not sure why the AI would stop for animals but run over humans.

 

Can a user in the future also ADD cars to the civilian spawn lists such as Jonzie's Car Pack?

 

It would also be good to be able to add to the police car's list or even assign a set of ambience police such as Altis Special Police units by FortFox.

 

Lastly, please add civilian females when it become available such as this one or Zeealex's F3male mod.

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TPW MODS 20160516: https://dl.dropboxusercontent.com/u/481663/TPW_MODS_20160516.zip 

 

Changes:

  • [sOAP 1.01] Added separate support for up to 20 user defined music tracks (max 3 minutes per song) and 20 user defined sounds (max 30 sec per sound). Ambient noise is spawned at reduced volume for a minute or two after any deaths. Ambient noise and music volumes are independently modulated over the course of the day. Music can be configured off (environmental sounds only) by setting TPW_SOAP_VOLUME to a negative value. Additional Arabic music added. 
  • [RADIO 1.22] Better integration with SOAP - no simultaneous ambient musc and radio in the same house. Reduced Azan volume.


Sorry but the update pace will probably be rapid as I add features and refine SOAP. Eventually I'll expose more configuration variables to the user, but at present you have more scope to add your own music and sounds, and can now configure music off altogether. SOAP ambience is now affected by time of day and combat. 

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Hi TPW, in your SOAP documentation I have read about the ArmA inability to read track lengths. See my tort_playmusic mod as linked in my sig. You know you can start next playback based on the event system? ArmA events can detect "song playback is finished".

Can users name their ogg files however they wish? If so then this is interesting, will have a look how you did that.

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Hi TPW, in your SOAP documentation I have read about the ArmA inability to read track lengths. See my tort_playmusic mod as linked in my sig. You know you can start next playback based on the event system? ArmA events can detect "song playback is finished".

Can users name their ogg files however they wish? If so then this is interesting, will have a look how you did that.

Hi Tortuosit. Thanks very much for the heads up. I wasn't aware that songs played by playsound3d could trigger an event when finished. If so, that will make my life very much easier!

 

Users have to name their sound files 1.ogg, 2.ogg so that they match the corresponding CfgSounds entries. 

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Hi Tortuosit. Thanks very much for the heads up. I wasn't aware that songs played by playsound3d could trigger an event when finished. If so, that will make my life very much easier!

 

Users have to name their sound files 1.ogg, 2.ogg so that they match the corresponding CfgSounds entries. 

 

- Oh no TPW, I didn't see you're using playsound3d, I don't know if there are also events for those :( EDIT: No, unfortunately https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#MusicStartonly tells about playMusic command :(

- Ah ok, so exactly the CfgSounds limitation (pre defined file names) I also have in my mod

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Version 2.1.0 of the GUI is out! For the really impatient, the download link is in my sign. For the others, just wait for tpw to update the whole package and download it from there. As always, if you're using the presets feauture you may need to manually add the new entries in the presets.

I downloaded the latest version of TPW (TPW_MODS_20160516) and I couldn't configure the JAR so I overwrote the contents of the userconfig with GUI in your signature:

1) The GUI appears to work, mostly, i.e. all options are configurable except the last 2 (Streetlights & Animations). Is this due to the addition of SOAP? So could you correct your GUI?

2) Your sig appears outdated as it references v2.1.0 but the GUI displays v2.1.1. So maybe you can update your sig?

Many thanks

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I downloaded the latest version of TPW (TPW_MODS_20160516) and I couldn't configure the JAR so I overwrote the contents of the userconfig with GUI in your signature:

1) The GUI appears to work, mostly, i.e. all options are configurable except the last 2 (Streetlights & Animations). Is this due to the addition of SOAP? So could you correct your GUI?

2) Your sig appears outdated as it references v2.1.0 but the GUI displays v2.1.1. So maybe you can update your sig?

Many thanks

Hi Domokun. 20160516 actually contains the latest version of TPW SETTINGS which Gliptal wrote to accommodate changes to TPW SOAP. You can use the version that is in the TPW MODS download as it's the most up to date.

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HI TPW,

 

I tested your mod into the wee hours of the morning hence need a few hours sleep. I love the AMBIENT sound as it adds a lot of flavor to the environment. No more Ghost Town Altis or Stratis or any ARMA map now with civilians!

 

I do have a request:

 

Can users set in game time range for the ambiance sound? I mean, if the mission was set in the morning or wee hours, there should not be party going on unless its Thursday - Sunday. :D Perhaps scaling / ramping up and down the amount of ambiance between 5 AM to 10 PM, then on weekends into the wee hours. Not sure if "in game time" can deduce the day of the week the mission is on.

 

If not then 5AM to 2AM would be great but it should tail off near near end and should scale up with more people at the beginning until Noon, 5 PM - 8 PM when people group up the most. Its more immersive to notice "in game time". I actually listen for the bell tower sounds in maps to deduce mission time. 

 

Can't wait to see different regional ambiance autigergrad brings to the game!

 

Edit

 

Was playing in the Mothman Horror mission and noticed that the animals would block the AI drivers with myself as a passenger. Even a snake.

 

Can an update be made it the future to either pass through some of the animals or make it so if they detect an on coming vehical to sprint say 10 meters out of the way?

 

Also, while standing on the road trying to read the map in dark with a car's headlight, I and an AI character were both ran over by a TPW spawned car! Can the AI be updated to honk at us?

 

Perhaps the above 2 can work by AI honking at other AI and AI running out of the path of vehicles (characters and animals).

 

Not sure why the AI would stop for animals but run over humans.

 

Can a user in the future also ADD cars to the civilian spawn lists such as Jonzie's Car Pack?

 

It would also be good to be able to add to the police car's list or even assign a set of ambience police such as Altis Special Police units by FortFox.

 

Lastly, please add civilian females when it become available such as this one or Zeealex's F3male mod.

Some of these suggestions are pretty extensive, verging on using a full-on separate spawn or AI script. If you haven't already, I'd suggest you look at T-800a's spawn script or the older UPSMON and etc. spawn scripts for their patrol/garrison functions.

 

If you use the script version of TPW Mods for civilian, car, and parked modules (included under the scripts folder), you can manually specify your array of civilians to be randomly selected from, as well as your vehicles. However, if the vehicles are all from e.g. Jonzie's or other "Life" packs, then most are Civilian faction. This means the cars will spawn with Mediterranean civilian drivers, not specfically police officers. I have not tested non-civilian vehicles from other factions, which may spawn with their faction's default rifleman or crewman (anyone else shed some light?).

I suggest T-800a, b/c it lets you specifically tailor the units and their vehicles into effectively a custom grouping, which once defined can then be called/spawned by conditions or scripts of your choice. The urban patrol and patrol garrison functions in this script are pretty good about sticking to roads only, with infantry walking into buildings periodically if on patrol garrison duty.

This is valuable in the case of e.g. the Altis SPU, b/c you're not likely to see them randomly driving/walking around in any ol' place or time (or wrecking their car on a market vendor's stand... which happens a lot with any dynamically spawned ambient function, it seems; road-finding and pathing is a black art subject to the efforts/skill of the map maker in defining or drawing his roads).

Obviously, dynamic and effortless ambient spawning is the first casualty of this method. :P

 

And as for standing in the road map-reading by headlight... Uh, I would just pull off the road first. Not a great idea IRL, and the same wisdom applies in A3 where the AI are even less considerate than real drivers. :D

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Hi Valken, sorry I didn't reply to your extensive post sooner, too busy bloody coding.

 

SOAP time ranges: I have implemented independent volume modulation for music and sounds, basically a simple lookup table for a volume multiplier based on the hour. At the moment it's set so that there's no music at all from midnight  to 10am, then progressively more peaking at 7pm, then tailing off. Environmental sounds are low until 5am, then increase to a peak around 5pm, then tail off. These give a reasonably coherent set of fx, but obviously not in the detail you'd like. To be honest, at this point there's little point going into more volume wrangling detail until I have time specific samples which would better provide time cues.

 

CARS: A3 driving AI is basically shit, and there's not really much I can do about it. As someone sage once said, you can't polish a turd but you can sprinkle a bit of glitter on it. My glitter involves slowing the drivers down if they're within 100m of the player, in an attempt to give the engine more time to make the driver do the right thing and find another path. Obviously it doesn't always work. I used to have them beep the horns but it was so incredibly annoying after a while that I disabled it. Re other vehicles, Dakadao covered it nicely.

 

ANIMALS: Those spawned by TPW ANIMALS will actually move out of the way after 10 sec or so. Those spawned by other systems won't.

 

FEMALES: In the immortal words of Bricktop from Lock Stock and Two Smoking Barrels - "of course f@#$%ing of course!". I already use Zeealex's awesome female soldier mod, it's no good for civilians though. I hate that there are no females in A3, so will remedy it as soon as it becomes possible to do so. 

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FEMALES: In the immortal words of Bricktop from Lock Stock and Two Smoking Barrels - "of course f@#$%ing of course!". I already use Zeealex's awesome female soldier mod, it's no good for civilians though. I hate that there are no females in A3, so will remedy it as soon as it becomes possible to do so. 

What about a "burqa" unit? That will simulate female civis at least, making streets more believable and immersive. Beside, not that they will allow female to walk around in mini-shorts and tank-top anyway :P  :P  :P

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Hi TPW,

 

Actually I was wondering if a user can just add the civilian cars into the existing pool of cars that spawns with AI drivers and parked on the map. That was what I meant.

 

For the police, it would actually be the same as spawning Civilian Drivers but randomly one of it would be police unit as a defined mod by the userconfig. The AI would probably be set to watch out for offensive actions - such as to go after OpFOR or whatever group that is not aligned with the current map's civilians or a set of parameters - speeders, jay walkers, guys shooting it out in the streets etc...

 

But that would probably better via a Police AI mod instead.

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Hi Domokun. 20160516 actually contains the latest version of TPW SETTINGS which Gliptal wrote to accommodate changes to TPW SOAP. You can use the version that is in the TPW MODS download as it's the most up to date.

Are you sure?

Because when I run TPW Settings.jar from TPW_MODS_20160516 I encounter a Java Virtual Machine Launcher error.

Whereas if I overwrite it with the TPW Settings.jar from the ZIP in Gliptal's signature, it runs correctly, albeit with 2 minor errors (Streetlights & Animations can't be enabled/disabled).

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Are you sure?

Because when I run TPW Settings.jar from TPW_MODS_20160516 I encounter a Java Virtual Machine Launcher error.

Whereas if I overwrite it with the TPW Settings.jar from the ZIP in Gliptal's signature, it runs correctly, albeit with 2 minor errors (Streetlights & Animations can't be enabled/disabled).

Damn, you're right! I'll drop Gliptal a line.

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Ok so, there's definitely a problem with the latest version, as domokun correctly pointed out. I'm looking into it right now.

 

There also seems to be a problem with the latest embedded .jar, but I believe it's simply a corrupt upload on tpw's or armaholic's end, or an error during the .rar packaging. The TPW Settings you can find in the latest TPW_MODS_20160516 is clearly too small (56kb), whereas the working version on github is 177kb.

 

EDIT: Ok I see what happened here. This is because I started this project with very little experience in coding, and I have a bunch of hardcoded stuff that tends to break easily with larger updates like adding a module. Fixed version is on its way.

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Thanks Gliptal, greatly appreciate your support

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And 2.1.2 is up, everything should be working fine now.

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Gliptal: thanks for the hotfix. Your GUI works fine now (can enable/disable Streetkight and Animations).

However whenever I try and run A3 with TPW_MODS_20160516 and v2.1.2 of your GUI, I encounter the following error: Arma 3 has exited in an unusual manner

With the exit code: 0x0000409 - STATUS_STACK_BUFFER_OVERRUN

FYI I'm running the latest stable, i.e. 1.60 RC.

This error only occurs with TPW, i.e. it doesn't occur with any of the other 28 mods that I run

Hope that helps

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